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Question Need a big weightless drop!

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by Phlames, Jun 13, 2020.

  1. Phlames

    Phlames Member

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    My Motion Simulator:
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    Hello everyone Im looking to start plans for a full motion setup and would like to add some serious weightless drops for some theme park setups coasters and drops mainly. I see most 6dof sims that don't look like they go up very high how much clearance would I need to get a good weightless drop in the motion rig? im not sure if just using longer arms or faster drop would get what I need. Is there some science behind speed vs length for weightless feeling. I am also sure my final setup will be a beast and in no way portable lol but it will be setup in a basement with about a 8ft ceiling what ever you guys can add Thanks in advance.
  2. Ads Master

    Ads Master

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  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Sounds like you want to create rather than simulate a force, in which case the space required is directly related to the physics.

    Simulating the cues relates to the axis available, use of peripheral cues such as harness tensioner and peripheral equipment cues such as provided by VR.

    Motion simulation is all about fooling the brain with enough accurate cues to have the brain fill in the rest. It is not the recreation of all forces involved, which is not realistically feasible, or not practically affordable (you need a centrifuge to recreate sustained Gs).

    For example, if you simulated some subtle movement to represent flight, perhaps adding wind simulation to suggest motion, in VR looking directly down at the ground where the plane's shadow can be seen moving in a realistic manner on the terrain whizzing by, then after some time and without warning it goes over a sharp cliff, most people will experience the momentary sense of vertigo, experienced as weightless falling, often associated with a theme park ride.
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  4. Phlames

    Phlames Member

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    I understand it would not be. Sustained but I just want to be able to add the feeling even if it is for a second or two. You can already kind of feel like you are on a coaster by tilting side to side or pitching back and forth. Just thought I might be able to add a small drop that could feel like a real drop with all other cues to amp up the simulation of everything else. I was thinking a 3 or 4 foot drop at x speed could feel good enough to pass w ith wind simulation via fan or blower. Are you saying this won't work?
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    I am saying you can simulate the sensation with a heave axis of far less that 3 or 4 foot, using motion and peripheral cues that are good enough to trigger the brain into a sense of vertigo to give that sort of sensation.
  6. SeatTime

    SeatTime Well-Known Member

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    Agree with @noorbeast , but Sure, though it is not as simple as it sounds, the bigger the heave the bigger the inertia which you need to manage (big powerful motors + dampening system/filters) or you may end up driving through the end-stops, or being very uncomfortable and possibly even getting whiplash when you quickly stop at the bottom and reset. To round out the simulation you will also need to have a harness/pressure system to keep fooling the brain while the system slowly rises/resets itself (washout) and of course motion cancellation for a VR setup. I'm in the planning stages of building a system with big heave - so yea, not so simple.
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